Sal TW for the 99th (swade)

From hope to action.
GM: RFT
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Pender Lumkiss
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Sal TW for the 99th (swade)

Post by Pender Lumkiss » Tue Aug 13, 2019 10:46 pm

4 HJ rolls:
Undercover black ops: 9
Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at creating fakes of necessary papers, badges, and the like; she's got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks.

Training: 6
Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval. Adept Edge!

Magic and mystiscm: 14
Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Boost/Lower Trait

Underworld Black ops: 15
With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what's needed in a crunch. He has the Scrounger Edge
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Wed Aug 14, 2019 7:51 am

Ratman Race
  • Agile: Rat Men start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Rats possess the Ambidextrous Edge.
  • Alien Physiology: Ratlings are quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks—Juicer and Crazy augmentations don't work on them—and Rifts Earth cybernetics and medical supplies/services that are compatible require double the listed price.
  • D-Bee (Major): Rat Men are deemed the enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
  • Elusive: Rats are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
  • Fast: Rats have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Quick: Rat men begin play with the Quick Edge.
  • Slight: Rat men are on the slender side, about 120 lbs and 5 ft tall. They have the small hindrence.
  • Short Attention Span: Rat Men have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
  • Supreme Confidence: All Ratmen are inherently Overconfident in addition to any Hindrances chosen by the player.
  • Wanted Hindrance (Minor): Ratmen operating outside of CS control are wanted by the Coalition, and there's always a fair bounty for bringing one in.
    Player notes: changed the resistricted path PPE to small Hindrence. Also added the minor wanted Hindrence from dogboys.
  • Arcane Background (Techno-Wizardry): Techno-Wizards begin with a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear— and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator's attention; anyone who can use TW gear (see page 83) can also use the Techno-Wizard's Gizmo by expending Power Points as usual.
    • arcane protection, barrier, blast, blind, bolt, boost/ lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/ darkness, protection, relief, slumber, smite, sound/silence, speak language, sloth/speed, stun, telekinesis, teleport, wall walker, and warrior's gift.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the Techno-Wizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at –2 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator's normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.
  • Machine Maestro: A Techno-Wizard can interface with machines by touch— including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.
Complications:
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 69).
  • Device Dependent: A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon's authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.
  • Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Wed Aug 14, 2019 9:14 pm

Player Name: Jon Neeper
Google Handle: Jonneeper@gmail.com
Character Name: Salvatore Squeaks “Sal”
Rank: Heroic Advances: 13 Advances Left: 0
Race: Ratman (quickflex reimagined)
Iconic Framework: Techno-Wizard

Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 14(6)in armor ; PPE: 30
Skills:
  • Repair d8(1)
  • Science d6
  • Electronics d6
  • Occult d8(1)
  • Athletics d4
  • Notice d8(2)
  • Persuation d8 (2)
  • Fighting d4
  • Stealth d8(2)
  • Techno-Wizardry d12+2(4)
  • Thievery d8 (3)
Hindrances
  • Heroic: There are heroes and there is Sal. Bleeding hearts from the world over come to him with their sob stories and pockets empty. He takes them all on. In fact he keeps a todo list handy as he is backed up at the moment.
  • Loyal: Part of his CS infiltration training was to follow orders and assist his superiors no matter what. Even though he is a renegade he can’t shake the feeling to obey orders by someone with authority.
  • It’s all about the cheese: some folks are greedy for credits... Show Sal a block of cheese and he is all in for whatever you are selling. Gouda, Parmesan, Manchego, Munster... It does not matter. He is greedy for cheese.
  • Overconfident (race): Ratmen can pretty much do it all. They are the mary sues of the slums.
  • Small (race): Ratmen are light in the shorts: -1 toughness.
Edges:
  • AB:Weird Science(IF): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have. Blast(TW Nova blaster right arm), Intangibility (TW D Phase temporal mode upgrade), Cybernetic Booster (aspect, self only)
  • Ambidextrous (race):
  • Quick (Race):
  • Streetwise (HJ):
  • Scrounger (HJ):
  • Adept (HJ): Boost is now self only but innate!
  • Professional TW Skill (Hindrence)
  • Expert TW skill (Hindrence)
  • New Power Edge X2: Bolt, smite, teleport, healing
  • Master of Magic: access to mega power mods
  • More PPTS X3: +15 PPE
  • LVL Headed: 2 cards
  • Elan: +2 when spending a benny for a reroll
  • Blaster: BLASTER (+4): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8.
  • Expert Blaster: EXPERT BLASTER (+5): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d10.
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Wed Aug 14, 2019 11:09 pm

Advances
  • Initial Advances: professional (Technowizardry), expert (technowizardry)
  • Novice 1 Advance: New Power: Bolt (water blaster), Smite ( TW Silver Transmuter)
  • Novice 2 Advance: more ppts
  • Novice 3 Advance: Vigor increase
  • Seasoned 1 Advance:Vigor increase
  • Seasoned 2 Advance:Elan
  • Seasoned 3 Advance:more ppts
  • Seasoned 4 Advance: Master of magic
  • Veteran 1 Advance:lvl headed
  • Veteran 2 Advance:more ppts
  • Veteran 3 Advance:smarts increase to d12
  • Veteran 4 Advance:new power (Teleport: bombs away) (Healing: TW Nanite healing system)
  • Heroic 1 Advance:blaster
  • Heroic 2 Advance:expert blaster
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Thu Aug 15, 2019 9:20 pm

Gear! 18,000 creds.
  • Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use (1 lb, 30,000 credits).
  • 5EP for a roll on enchant items TW Shadow Cloak: An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).credits)
    PAYMENT
    9E0658F7-3C4A-417D-BF7C-F5644C88A4A7.jpeg
  • Adventure Survival Armor
  • TK Revolver (with one TW Minor Upgrade, see page 106)
    • Sunlight trapping
    • Arcane Disruption (Dispel) 40k
    • Constrictor Web (Entangle) 20k
  • NG-S2 Survival Pack
  • Tool Kit
  • Invalid dice code! ×1,000 credits.
  • Sig item SWADE version. TW field mechanic. 6 armor, +2 toughness, Infravision, mechanic suite grants +2 to Repair rolls—Heavy Improvised Weapon. Weighs 4lbs when charged otherwise it is 18lbs! 4PPE to charge per hour, recovers 30 PPE perhour, and has 5PPE internally to charge.
    OOC Comments
    OOC Comments
    Salvatore Squeaks a renegade by any CS standard found an old broken down suit of T-13 in a junk pile just on the outskirts of Whykin. Well it might not be a piece of gouda or a fine smelling bree saul was able to drag it back to his workshop which was mostly a pile of cardboard boxes held together with spit and tape. After a few months of helping folks and trading the good deeds for the right kind of crystals and copper he managed to patch up the suit good as new. Even better he figured out a way to draw on the latent PPE most folks have and letting it flow into his armor to power it and replenish his own stores. It doesn’t hurt anyone and most folks never even realize it happens.
    Base item
    Base item: Triax T-13 Field Mechanic: Worn by field mechanics in the NGR, the T-13 Cyclops armor is lighter in weight for greater mobility. It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the holster belt or the legs, and a portable tool kit attached to the waist belt. Larger equipment and tool kits are transported by hand, but the T-13 armor has some built-in tools to facilitate field repairs. First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage). On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic's normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee. The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage. All of this grants the wearer +2 on Repair checks. T-13 body armor provides +6 Armor and +1 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. T-13 Armor has no Strength Minimum. (18 lb, 75,000 credits)
    Major Upgrade: rapid recharge 40k
    Major upgrade: improved rapid recharge 60k
    Major upgrade: Exceptional rapid recharge: 60k
    Minor upgrade: 5 PPE, can be restored by any character or recharged on a leyline in an hour.
    Minor: 1/2 weight 5k
    Minor: 1/2 weight 5k

    Final product, costs 285k, 4 ppe per hour but recharges 30 per hour so not really an issue unless he cannot rest or travel is not leisurely. Has 5 PPE to help for those stressful times. 6 armor +2 toughness, +2 repair, and 4lbs.
    Payment
    FB506E0C-F1C6-4B35-BADC-1C0771A6EF93.jpeg
    Major Upgrade: rapid recharge 40k
    Major upgrade: improved rapid recharge 60k
    Major upgrade: exceptional rapid recharge 80k
    Major upgrade: wall walker 20k
    Minor: 1/2 weight 5k
    Minor: 1/2 weight 5k
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Re: Sal TW for the 99th (swade)

Post by Pender Lumkiss » Sat Aug 17, 2019 1:42 pm

@RFT pretty much done. Let me know what you think. I might change out the healing power.
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